Patch 7.15

Welcome to patch 7.15, the one where we dial back on the Cho’Gath update and tone down some of the dominant competitive picks in the game.

For the competitive side of the game, Regional Finals are approaching. As a result, we’re trying to increase some variance at the highest levels of play, but also to create some stability, and that means many minor changes. To start, we’re giving some dominant champions love taps downwards, as well as showing some love to underplayed champions on the cusp of seeing professional play. So while it may look like a larger patch than usual, many of the changes are pretty small.

Oh, and remember Urgot? Well, we’ve pimped his ride and now he’s headed to the battlefield as a brand new juggernaut, complete with knee-shotguns. We’ll say that one more time for you. Knee-shotguns. Check ‘em out.

So get out there on the Rift and read up on Urgot’s abilities, or you’ll Dread Nought knowing what he does when he grinds you to pieces.

Mid-Patch Updates

7/27/2017 Bugfixes

Our changes to Elise and Shyvana didn't properly stick to their alternate forms. While we considered waiting until 7.16 to fix the inconsistencies, we're ultimately making these two work the way the original patch notes said they would - not making further changes on top of that.

BUGFIX : Fixed a bug where Shyvana's Dragon Form wasn't properly affected by this patch's armor increase (27.6 to 29)

7/26/2017 Balance Update

Sivir
We wanted to help out Sivir's early game, but adding 30 damage to Boomerang Blade was way more than "helping". Shipping a buff that strong was a mistake on our part, and we're making an immediate correction before Sivir gets out of control.

After our changes to Vorpal Spikes last patch, Cho’s damage has ended up a bit overtuned. The slow makes it easier for Cho’Gath to land the rest of his damage, so his spikes don’t need to bring quite so much pain on their own.

Historically, Dr. Mundo has succeeded as a late-game frontliner against multiple sources of magic damage. Like other tanks, burst mages can’t one-shot Mundo, but while other tanks are left battered after the initial barrage, Mundo’s healing brings him right back up to full. We’re doubling down on his anti-mage identity by giving him the tools to fight off sustained magic damage as well.

For how much mobility and lane pressure she has, Elise just clears too quickly. As well, it turns out that ranged basic attacks are pretty strong on junglers, giving them an easy way to apply red buff. We’re killing two birds with one stone by making Elise’s attacks a bit weaker.

Gangplank’s early-game weakness is a little too pronounced right now, as the Saltwater Scourge struggles to fight back when he should at least go even. We’re oiling up his blade for early tussles, where he’s more likely to trade with his sword than his barrels. This’ll help him hold his own while he banks that skrilla and transitions into the late game.

Like Elise, Gragas just clears too quickly for all of the other tools he brings to the table. In addition, now that the timing on his ultimate has gotten more intuitive, we feel safe bringing up the cooldown.

As the top lane meta continues its transition back toward all-out fighters, this should be the perfect opportunity for Irelia to thrive again. To help her contend with today’s top-lane titans we’re giving Irelia more frequent access to Transcendent Blades in the early game, allowing her to trade more aggressively.

While Jinx’s primary damage pattern (basic attacking people for days) passes muster, we want to spice up some of the other tools in her kit. We’re giving Jinx a bit more leeway to try for more bold Zaps, whether for long-range poke or mid-combat slows.

Kayn’s been on the Rift for a patch and we mostly like what his Darkin form is doing. However, Shadow Assassin has been struggling to keep up. Specifically, his burst when he goes all-in hasn’t been enough to consistently net kills - even when ahead - so we’re buffing his scaling.

R - Umbral Trespass

RATIO :[1.1]⇒ 1.5 bonus attack damage (Darkin form loses this ratio in favor of an enemy max health ratio, so is unaffected)

Bugfixes

Fixed a bug where Umbral Trespass wasn’t making Kayn ‘unseen’ for Duskblade of Draktharr’s Nightstalker proc

Lissandra runs out of mana in extended late game brawls faster than we’d like, thanks to the high mana costs of her spells and low cooldown on Ice Shard. These changes should grant her a couple of extra spells before running empty in the late game, as well as open the door to more effective last hitting and harassing with basic attacks alone.

Base stats

BASE ATTACK DAMAGE :[50.536]⇒ 53

MANA PER LEVEL :[50]⇒ 60

LuxQ cooldown reduced at early levels, if W hits an ally when going out, the incoming shield is doubled for all allies and Lux herself.

We’re giving Lux better opportunity to use Light Binding aggressively in lane without leaving herself exposed to ganks and engages for too long thereafter. We also think the Lady of Luminosity’s supportive capabilities are a bit underwhelming, so we're giving her a bit more power to protect her pals with well-aimed Prismatic Barriers.

Q - Light Binding

COOLDOWN :

[15/14/13/12/11]

⇒

13/12.5/12/11.5/11

seconds

W - Prismatic Barrier

SHIELD ME ONCE Hitting an ally with Prismatic Barrier as it’s going out doubles the shield granted when it’s coming back

NasusE now shreds percent armor instead of a flat value. Q cooldown is halved during R.

Nasus is supposed to be the late-game scaling juggernaut if he plays the laning phase right and gets stacked up. In practice, he ends up mostly hitting high-armor frontliners, and losing a lot of his expected efficiency as a result. Struggling to reach priority targets who kite well is an expected weakness of Nasus, but he should still feel impactful when he’s stuck hitting beefier targets.

E - Spirit Fire

ARMOR REDUCTION :

[20/25/30/35/40 flat]

⇒

15/20/25/30/35 percent

armor reduction

R - Fury of the Sands

SPEEDY SAND While Nasus is empowered, Siphoning Strike’s cooldown is reduced by 50%

Singed has shiny new abilities with his update, which means shiny new quality of life issues and bugs! We’ve fixed the ones who have come to light. We also hotfixed in a few balance-impacting changes partway through last patch, so if you haven’t seen those yet, feel free to make a quick detour.

Xerath could be setting up plays a little bit better, be it for his own damage combo or for setting up ganks for his allies. His damage also tends to fall off as the match progresses, so we’re giving more power to help him out in the late game.

Since his update, we’ve changed Zac more times than there have been patches (hotfixes). At this point, it’s time for us to talk seriously about the Blob-guard of the month and the direction we want to move him in. When we originally updated the tanks, we wanted to bring their damage down while giving them access to uniquely disruptive tools. In Zac’s case, that took the form of two new mechanics: a charged ult and a matchmaking service for two enemy units. Despite the constraints put on these abilities, Zac has been seeing pretty high success in executing them.

We actually like the new disruption Zac brings to the playing field, but as a result, his damage has needed to go down. And down. And down again. We’ve figured out what we think is so out-of-line about Zac, and it’s his sustained presence, both consistent damage and healing. Like Gragas and Elise, Zac has too high a clearspeed to go along with his sweet ganks and massive disruption. As well, his sustain is inflated by Q creating two blobs, so we’re doubling its cost to account for that. This leaves Zac in a spot where he’ll take meaningful time and damage to clear his jungle, making ganks riskier and more of a sacrifice when they fail.

Due to its long cooldown, Satchel Charge tends to see more use as an escape tool than a catch tool. We think both cases are valid and interesting, so we're giving Ziggs more chances to fish for offensive cases.

W - Satchel Charge

COOLDOWN :

[26/24/22/20/18]

⇒

24/21/18/15/12

seconds

Mid-Patch 7.14 Updates

These changes were made partway through last patch. Just postin’ em here for visibility.

While we wanted to make Duskblade a better purchase last patch, we definitely went overboard. We reined in Nighstalker’s damage partway through 7.14 and are following up with a more robust set of changes. Most importantly, Nightstalker is now less effective for ranged champions.

The baseline stats on Knight’s Vow make it a tad too effective when champions aren’t taking advantage of its partner bonuses. We’re taking its health down a notch.

HEALTH :[400]⇒ 350

In-Client Chat

This little easter egg has been in the client for a while, and now we're sharing the secret with everyone! /me is excited.

HAVE FUN : Starting a message with “/me” adds your summoner name to the front of the message and makes it look like a notification rather than a chat message. Use it to talk about yourself in the third person in pre-game lobbies, Clubs chat, and direct conversations.

NOW IS NOT THE TIME TO USE THAT : “/me” doesn’t work in champion select or in-game chat

HUD Pings

Players can now ping any item, not just active items!

Attack Move

Some players were already hacking the ability to rebind a-move to left-click, so we figure we’d give you the option to do so manually. Note: you use Left-Click for a surprising amount of things, and you’ll need to use Shift+Left-Click to do those things.

CUSTOMIZATION : We’ve added a toggle that adds attack-move commands to left clicks. You can still left click on HUD elements (ex. the item shop), but will issue attack-move commands to the target location beneath the HUD.

OVERRIDE : While this toggle is active, use SHIFT+Left Click to interact normally with the HUD without attack-moving in the process.

Rotating Game Mode

Claim the incredible power of Ascension to conquer the Crystal Scar of Shurima. Ascension is now live from 7/28/17 12:00 PT - 8/1/17 04:00 PT and 8/4/17 12:00 PT - 8/8/17 04:00 PT.

TL;DR:

Go 5v5 to claim the incredible power of Ascension by taking down Ancient Ascendant Xerath. Use Ascension to conquer the Crystal Scar of Shurima.

First team to reach 200 points wins. Score:

1 point for champion kills.

3 points for capturing a Shuriman relic.

5 points for landing the killing blow on an Ascended champion.

2 points for each kill you acquire while Ascended.

Go forth. Conquer. Ascend.

Bugfixes

Fixed a bug where Mordekaiser's Harvesters of Sorrow reactivation damage wasn't consistently applying to all enemies caught in overlapping circles

Thresh's Flay no longer leaves enemies stunned for a brief moment after displacing them

Tools

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